• world at war with red dot units

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    A
    Thank you very much
  • Which mods have tech trees like age of tribes?

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    Teddy SelfT
    Thanks for the info, if anyone is interested in this scenario I have altered just tell me where to upload it. You will play as northern starting on turn 2.
  • Need Relief Tiles

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    MirkoBrunerM
    @Schulz Nice, I have added to shades of "shores" so far but I still don't know exactly what it would be the best approach. Thanks!
  • Churchill's 1939

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    RogerCooperR
    @JOSEPH-PRINCE Try this http://www.rogercooper.com/churchills_1939.zip There is no point to sending the xml, as I have not changed the xml. To make this work, you will need to create art for antitank and tank_destroyer. I don't know of any scenario that used those unit types. The Benelux flag is from https://en.wikipedia.org/wiki/Flag_of_Benelux.
  • Operation Unthinkable and Operation Dandelion

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    RogerCooperR
    @Major-Arcana The historical situation was fairly interesting. With many US troops withdrawn from Europe, the British government was estimating the Soviets had a 2.5 to 1 superiority in ground forces, but the Allies were superior in the air. Could the British hold the line until the US redeployed? A good scenario for Europe-only game, especially with more realistic air rules. For a world game, one could add Communist guerillas popping up and the Japanese continuing the Pacific war.
  • new_world_order_lebowski_edition missing image

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    F
    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

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    F
    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

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    F
    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

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    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.
  • World War II v5 1942 Second Edition

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    SchulzS
    I've saw overall negative views for this map campared to revised and anniversary no idea if it because of balance or fun issue. The vanilla one is biased towards Axis. Even inTR set up they still give 6 bid to allies. I think it would be better with Italian presence and reducing armour cost to 5.
  • Air battles question

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    wc_sumptonW
    @ff03k64 In the unitAttachment there is the 'canAirBattle' option. Setting it to 'true' should allow those unit to participate in air battles prior to the normal ground battle. Cheers...
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    @eregister I looked at that save. The USA player doesn't have the buyTank production rule. Looking through the history, it doesn't show a trigger having run after the armour technology was gained. I looked at other turns when technologies were purchased and I don't see any triggers running after the technologies were purchased. I played one round where I used "edit game" to give the armour technology to USA. After the technology activation phase, the history showed the trigger having run. What version are you using? And could you make a save on the turn after you purchase the armour technology?
  • canNotTarget/canNotBeTargetedBy on Attack/Defense

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    RogerCooperR
    @Trevan That looks like a good generalization of the AA rules.
  • New Scenario: Axis & Allies & Zombies (AAZ)

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    RogerCooperR
    Here is the fixed version. AAZ.zip
  • CanalAttachment not Working

    canalattachment
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    wc_sumptonW
    @RogerCooper I did not find a connection between '18 Sea Zone' and '29 Sea Zone' for 'Suez Canal'. Also there is no connection between '20 Sea Zone' and '12 Sea Zone' for 'Panama Canal'. There is a connection between '18 Sea Zone' and '19 Sea Zone' for 'Turkish Straits'. Maybe adding the following connections will help. <connection t1="18 Sea Zone" t2="29 Sea Zone"/> <connection t1="12 Sea Zone" t2="20 Sea Zone"/> Not sure just guessing here. Cheers...
  • No relief tiles

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    TheDogT
    @ff03k64 Im on Windows 10, Java 11.0.6 and AAA=2.3.21895 I too had to dl it, it works for me, I too have never played it.
  • Is 1941 better year than 1942 for WWII scenarios?

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    RogerCooperR
    In general, 1941 has more options than 1942, while 1940 can have too many options, making it hard to balance the game. On my Wiki here my articles by year (not all are scenarios) 1937 5 1938 0 1939 124 1940 73 1941 204 1942 233 1943 11 1944 21 1945 16
  • 0 Votes
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    TheDogT
    @Trevan Thanks! Im on your factory building v2.3.21895 I will raise an issue on GitHub.
  • Game Crash when air units in battle

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    LaFayetteL
    Thanks for finding that. I think the fix is for AA to not shoot at air transported units. On the flip side we should be sure they are removed as casualties if the transport is shot down.
  • Need help to convert an old game

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    SchulzS
    It works now perfectly, unfortunately both Great war and GW1918 lack of png image. How do I can create relief tiles?

Recent Posts

  • @alkexr

    Sorry for missing that you have an exception for plains! This changes things a bit but I think my thoughts still hold:

    Stacking bonuses: stacking different bonuses is unaffected by the simplification I am proposing. It is still posible in exactly the same way, it is just easier because there are fewer categories.

    Cleaning up the table: let us look at a 4/5 "poor" unit. If you change it to a 4/6 “poor” unit, to keep everything the same, you would need to change the river modifier to -1 and the plains modifier to -1 as well but all the other (defence) modifiers would be zero. If you do this for all units you get much cleaner stats. “Poor” units would have only one modifier (-1) for two terrain types and the rest would be zero. You are correct that it would not improve the situation for rivers and plains would be worse of (1/-1 instead of 1/0) but it would be much better for ever other terrain type.

    Getting Rid of unit types part one: you are correct in that you cannot simply get rid of “excellent” and “good” unit classes if you make a special case for plains. But you can (and should) still get rid of both classes. You just need a tag that improves (or worsens) a unit in plains by 1. That would be a lot cleaner than introducing to separate classes of units which only differ in exactly this one thing from already existing classes. It would even be the same modifier. Formerly “excellent” and “good” units would receive a tag “maneuverable” (or something nicer sounding) which give them +1 to their defence on plains. Afterwards my original approach works again. Which was:

    You do not need "excellent" units at all. Let us take your example: an excellent unit with 4/4 stats. You could give it a +1 baseline stat instead (making it a 4/5) and it would get a +1 bonus everywhere but on plains and rivers which makes it (almost) identical to a "poor" unit. You do this with all "excellent" units (and give them “maneuverable”) and you get rid of the whole category of "excellent" units and your matrix shortens by a whole row/line! With minimal changes to your logic. It would be a "poor" 4/5 unit (or a 4/6 “poor” unit if you implement the first change).

    Getting Rid of unit types part two: you do the same for “good” units. You don’t even need a new tag, maneuverable works here as well.

    This would be the resulting table changes:
    cbfde471-020f-4564-80ec-ec57c1f71277-image.jpeg

    6e28783b-7fe2-4282-b9f2-92bc18950a18-image.jpeg

    (This includes merging territories that are identical.)

    Sorry for coming back to this, I am a mathematician and these kind of things are just fun 😄

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  • wwieurope_names_values - Copy.jpg

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  • @shorogyth Your solution to territory effects is certainly simpler and it would work fine if every territory had exactly one territory effect, but it's important that territories with multiple effects stacked (i.e. Caras Galadhon) should be easier to defend. Also I can't incorporate these bonuses into the baseline stats, because the plains bonus is attack only, while the rest are defense only. A 4/4 unit with excellent tactics acts as a 6/4 on plains and 4/6 on hills, I could technically make it a 5/5 but then the territory effects would need to be +1/-1 and -1/+1 and that's hardly a simplification. Maybe versatility is a better name than tactics though.

    I admit the strategic role of charge is not very unique, it's essentially just "very good at attacking on plains, with a twist". But if I see my opponent buy charging units, I'm not worried for my cities, I'm worried that I'll be forced to retreat from open terrain and keep my army behind the lines because exposing them is a death sentence. I know what to be worried about, so my opponent has made a strategic choice.

    Dragons can't evade, but the winged nazgul can, and yes, they are very scary.

    As for complicated calculations, the battle calculator will do that for you if you need the exact numbers, but most of the time simple heuristics are enough. Charge is very good in plains, less so in hills or if there is a river etc., you don't need to memorize the every single number.

    @mortetvie Anti-air attacks are still a thing. The balance obviously went out the window a long time ago, pretty much every unit will need to be rebalanced. There will also be quite a few new units, while some others will be retired. In general, it's too early to worry about balance at this stage.

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  • @rogercooper
    Cant find Ansalon/Analon on Github maps

    Missing from your list, but on Github maps
    Settlers: Fallen Empire
    Shogun Advanced

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